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https://gist.github.com/9fcbceb24d858c1580e2308816c7c159
Hopefully Texel get this updated too. Maybe littlebit more balanced version than this.
Fueled workbenches only burn fuel when active already, as in vanilla. :)
First, it's not supposed to be simply machine idling (In which It'd be 10W/350W active), instead this mod is supposed to increase the requirements of active machines. If it's worth it depends on a number of factors:
Is my kicthen in use more than 35% of the time?
How fast do my chefs prepare meals? More skilled chefs work faster
How long is my colonist actually working at a station?
Assuming you're not using the workbench more than 1/3rd of the time, (For some workbenches, 1/4th) of the time, this mod will reduce your power consumption.
Would it be possible for you to implement this for fuel? Or make it so when not in use the building is effectively disabled (and thus ceasing fuel consumption)?
— https://ludeon.com/forums/index.php?topic=29505.0
the idea seems very reasonable to me.
— https://ludeon.com/forums/index.php?topic=27962.msg313132#msg313132
I thought it should be mentioned somehow in the community, even though there's no download link for this moment. sorry for that.
I've avoided making a Ludeon post for the mod up to now because it's another place to keep up to date, if the mod remains unchanged for a few days I'll setup a post.
Rimworld's normal behaviour for lack of power will apply:
Annie sits at the workbench, turning it's power requirement to a higher level. If the network is now in deficit with no stored charge, the game will then semi-randomly tick through all objects on network and power them off until the network is in balance. The objects that desire power are put into a queue and will attempt to turn themselves on if there is power in the network.
Stuff randomly will turn off to balance the network. If the bench is selected to turn off, the colonist will cancel working on it and the bench will shut off. While this could loop with the colonist getting on and off the bench, the delay for turning back on and off is long enough the colonist should start another task. Otherwise, you may be short some lights while your colonist toils away.
TLDR; Stuff will randomly shutoff until it balances. If the bench shuts off, your colonist will start another task before hitting the bench again.
Note that non steam users can't download this mod. That's one of the worst features of steam I think. So a download at Ludeon would help. Not just a link to here.
I was just wondering, how does it handle if there is not enough power for something to run? Example: Annie sees a job at a workbench that needs doing. The workbench is running so she head ever. But when she tries to turn on the machine there isn't enough power.
as I already said before, it would be also nice to have a difficult dependancy; say «base builder» = power × 1, «rough» = power × 1.2 … «insane» = power × 3.
I am literally finalizing the update for mod support files right now, as you posted that.
sounds nice, but be sure that it wouldn't make a gameplay too easy. it would be great to have controls in HugsLib and/or even difficult dependancies.
Have you checked those mods I mentioned? They are pretty popular; players won't have a balance without patches.
No, I hadn't considered them when making it. Should it? How would that work? (Say, power requirements decrease while no targets?)
The mod changes no defs, and should be compatiable with any mod that *doesn't* override obscure worktable functions or viewing art.
Therefore, it should be compatiable with the vegi garden mod, though worktables added by other mods may not be affected.
EPOE:
— https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=725956940
Electric Stonecutting:
— https://ludeon.com/forums/index.php?topic=29662.msg301628#msg301628
Mending:
— https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=735241569
Medic Addons:
— https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452
— https://github.com/notfood/RimWorld-Miniaturisation/blob/master/Source/MiniaturisationDef.cs
Even though it's not the freshiest one, but I guess you can get the idea. It checks the xmls this way:
<Defs>
<Miniaturisation.MiniaturisationDef>
<defName>%ANY_UNIQUE_DEF%</defName>
<requiredMod>%MOD_THAT_INCLUDES_STUFF%</requiredMod>
<targetsDefNames>
<li>%STUFF_WE_ARE_DEALING_WITH_1%</li>
<li>%STUFF_WE_ARE_DEALING_WITH_2_and_so_on%</li>
</targetsDefNames>
</Miniaturisation.MiniaturisationDef>
</Defs>
One xml per mod. If some mods are not installed, they're ignored. Huge capacity for patches.
At the moment it was purely DLL because I had to treat prettymuch every item that it can detect seperately. I did, however, expose all the methods to register new objects in the mod, and the source is included.
For mod elements like worktables, it'd only be a couple of lines, however many of the other elements, like autodoors, drills, and televisions, took custom solutions for each.
If you have any particular mods you'd like it to work with, I can shove in a bunch of extra defnames into the dll for compatability, otherwise I may have a look at those sources you provided.
— https://ludeon.com/forums/index.php?topic=22763.0